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3D Studio Max BAT Version 2 Released !!

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Posted:
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ak-ak-adak
The first thing to check is try opening the model in the iLive reader and seeing whats there. If you have the proper fsh files but the s3d's are bad then the LODs are screwed up.

Placement is indeed important in Max and follows the same rules as in gMax. The position should match between the 2 programs of course but thats pretty much a given seeing as you export the LODs for gMax to use.

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As calliban says..... 9.gif
 
However, since you had decided to re-install.... check your .ini file for proper paths for the scripts. It seems that you are missing the fsh files completely?
 
In regards to not waiting for the LOD export to happen, I did the same, canceling it when I saw nothing 9.gif which is why I stuck in an empty box for it to render just so I can see the export occuring.
 
Ralphael

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Posted:
Last Online: A long, long time ago... 
 

Caliban,

I opened the arena & the Wendy's model in the iLive reader & noticed that all of the fsh files are black.

In 3dsmax's Outputfiles folder the various output bmp folders show the various pics, they look pretty good.

I placed the models in 3D Max the same way I did last night, b4 I reformated my HD. The Wendy's maodel turned out OK last night. Today, same positioning, different output.

Raphael,

I did wait for the LODs export from gmax. They took 14 minutes. That was the good news.

As per instructed:

In my 3dsmax.ini file, the is PlugCFG=C:\3dsmax6\gamepacks\BAT
In my BATFORMAX.ini,
TempPath=C:\3dsmax4\gamepacks\BAT\Temp\
DestPath=C:\3dsmax4\gamepacks\BAT\OutputFiles\
SC4PluginPath=C:\Documents and Settings\me\My Documents\SimCity
4\Plugins\

DELTREE.EXE is in the bat folder.

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Posted:
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If it worked before..... and not now.... then something has changed..... (all your fault3.gif)
 
Are you logged on to your system as the user me?
and is it the same plugin directory as before?
Also check that your 3ds model has the right plugin filename?
 
Good luck....
 
Ralphael

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Posted:
Last Online: A long, long time ago... 
 

Ralphael,

I know it's all my fault. BOOHOOO!!
34.gif with a few 42.gifs without answers.

To answer your question, no, but my loggin user name is the same as the path I entered in the proper .ini file.

My 3ds models from b4 have also been erased. I statred from scratch. The models I load into 3D Max are located on a backup drive, so they haven't been touched or altered in conjunction with gmax/3D Max during the reformat. What I do is load these models then save them on my OS drive as 3D MAx & 3ds files.

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ak-ak-adak...
 
I did notice that the posted ini file with the line
 
SC4PluginPath=C:\Documents and Settings\me\My Documents\SimCity 4\Plugins\
 
specifies the me user... which means that if you are not logged in as me that path is invalid.
 
Now, backtracking.......
if the fsh files in the outputfile directories looks okay and the fsh files in the SC4Model file are black.... then the deletion and insertion into the SC4Model file has a problem. In the Export rollout, make sure that the plugin model name is correct. Then use the BAT CMD rollout to run the DAT FSH Insert, this should delete and insert the fsh files. You might want to run FSH Bat Build too before running DAT FSH Insert.. Check your Sc4Model file to see if the fsh got inserted properly... if not.... then .... something is definitely wrong... 3.gif

Ralphael

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Posted:
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Thanks for your time & help Ralphael.

I am logged in as me account. It's the only one, other than mail that exists in the user accounts section in control panel.

If the plugin model name wasn't correct, I would not have been able to export for rendering in 3D Max. There would have been an error message.

I'm going to quit for tonight.

If I can't solve the problem this week, I will throw in the towel or the gmax toilet paper.

Thanks to everyone for their help.

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Posted:
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@Caliban

With what renders are you doing that? Sorry, bad english 7.gif Is this Catmul? or are you using something different?

Thx

Oh, it is great! This one is the first one, that's def better than Maxis originals!

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OK, I installed this, seems to work (it loads w/out error) but it says in the export rollout library not loaded. Is this bad?

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Posted:
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That's ok. As long as you have no library loaded, this will show. There is no default library loaded at startup.

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Posted:
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Thanks 1.gif
Yes it is using the Catmull-Rom AA filter.

The library it refers to is the night textures library feature that CycleDogg has implemented. Unless you intend to use this feature there is no need to worry about it.

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Posted:
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FINALLY!!
 
I tested the my Houston arena model, untextured, no lighting, in 3D Max & Gmax successfully. In Gmax, the LOD exporting took about 14 minutes. In 3D Max, the rendering took about 5 minutes.
 
I then made the model into a prop to see if it would turn up in the Lot Editor. It did! The lot ended up being about 12 x 12 sim tiles. The time it took to render a 12 x 12 lot is very encouraging.
/idealbb/files/houston2.jpg 
 
/idealbb/files/Houston12.jpg
 
/idealbb/files/Houston21.jpg 
 
/idealbb/files/Houston31.jpg
 
 

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WHAT?? 5 minutes to render? WOW!!

Soo..can anyone modify the GMAX renderer to run that fast?


SC4, Forevermore!

Currently preoccupied with architecture school...lurking with caution.

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Date: 7/16/2004 3:42:22 AM
Author:
WHAT?? 5 minutes to render? WOW!!

Soo..can anyone modify the GMAX renderer to run that fast?

quote>

Sorry DuskTrooper, the 5 minute rendering is in 3ds Max.

BTW Ak, be sure to export the LODS in draft mode. There is really no sense of exporting in High details when none of the details will be used. Also add a small box to export in gMax, so that when its done, save it so you can reuse the gMax file to change the LOD size if you ever need to (the TGI name is saved along with the dummy box and LODS).

Ralphael

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OOH, that stinks! Im too young to buy 3DS MAX!
*will work for 3DS MAX*


SC4, Forevermore!

Currently preoccupied with architecture school...lurking with caution.

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Posted:
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Ralph,
 
Thanks. As I mentioned, the render was just a test. The model is untextured. That's why it looks the way it does. Now I have to fool around with the lighting, etc. I have a ways to go b4 I get this puppy is on the STEX. Oh, b4 I forget, the LOD export was done in draft mode. I can live with that cause the alternative is not workable, unguaranteed results after rendering in gmax for...ever!
 
Dusk, it's encouraging to have a swift render time. Render experiments & nightliting checks can be made without spending 20 years to life redering in gmax.
 
Notice that the render time is for a 12 x 12 lot! That means that I can begin some of the projects I've been planning, such as shopping centers with their parking lots & not the parking textures that Maxis has made available in the Lot editor, stadiums (US football/baseball). Here's an untextured Neighborhood Wal Mart that I began when the BAT first came out. This is the first render (test) of this 11 X 8 lot. It took  about 2 minutes to render, about 8 minutes to export the LODs from gmax.
 
/idealbb/files/walmart.jpg
/idealbb/files/walmart11.jpg
/idealbb/files/walmart2.jpg
There is a set of architectural/engineering drawings for the new ST Louis Cardinals baseball stadium available on the net. It costs $55 US to purchase, so I might do that too.

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Posted:
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Well, i have just installed the trial version of 3Dmax6 plus the BatformawV2.
i got my eyes scotched to the screen and the BatForMaxInstruction.txt... i did everything correctly ( modification of the differentes *.ini, moving the 2 files from the ..\bat\script\startup to the 3dmax6\script\startup... Installation of the Deltree.exe in the Bat directory ...
 
I have create a simple square with 3Dmax to have the LODs... i have selected them and only them and save the selected in 3ds format.
 
I have Imported the *.3ds file with Gmax and got a *.SC4Model in my plugins folder, so i found the file .. F2... Ctrl+C and so ...
 
I have reopened 3Dsmax6, i have reopen my model (the simple square create with 3DSmax), i have selcted the Hammer icon and Export menu... i did a brave  Ctrl+V in the box under SC4Model Name... and ... and ...
 
Poof!
 
Maxscript error: *.SC4Model cannot be found in the plugin directory C:\Documents and Settings\aothe\Mes documents\Simcity 4\Plugins.
Please check the path SC4PluginPath=in the BATFORMAX.INI and the Model Filename is correct.
So... ) i have re re re re check everythings ... and everything is fine..
 
Can you help please ? 
Thanks.
 
 
 

 

 


 
 

 

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Posted:
Last Online: A long, long time ago... 
 

I have two assumptions:

  • Your model filename has some forbidden signs in it

  • You maybe pasting the wrong filename?


But what I can confirm, is that the trial version works fine with the scripts. One guy in my german forum is doing great work with the 3dsMax-Trial and the script!

Put all the things in one folder zip it and then put it here as an attachment. Maybe somebody can find th wrong line in the *.inis...



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Posted:
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aothe,

When u import the LODs from gmax, make sure that, when prompted to save Save it. This will ensure that the proper name is @ the beginning of those numbers/letters that make up the file name in the Sim plugin folder in docs & settings. Then go to your simcity4 plugin in docs & settings, hightlight the name, right-click for copy then paste that name in 3D max for rendering.

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OK, I am trying the 30 day trial, and for some reason, the custom night maps of mine dont work. How can I make them work?


SC4, Forevermore!

Currently preoccupied with architecture school...lurking with caution.

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Humm... i didi several other try and nothing ... but i have noticed one problem already know with all the Ilive progs. i was obliged to reinstal all my Sc4 cause the path asked py the prog was not the same on my PC...
Ie: i have a french version so my default path was C:\Program Files\Maxi\Simcity 4 Deluxe Edition\plugins. the result was the impossibility to be reconized by the Ilive prog (whatever the prog) so i have uninstall all cause just modified the name of the folder was not enough. and Everything was ok.
I think there is maybe the same probleme here ..
My path is
 C:\Documents and Settings\aothe\Mes documents\SimCity 4...
and not the path ask by the prog:
 C:\Documents and Settings\aothe\My documents\SimCity 4...
Someone have an idea ?  )

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Posted:
Last Online: A long, long time ago... 
 

I don't think, that is the problem. The path I use (german version):

C:/Dokumente und Einstellungen/Administrator/Eigene Dateien/SimCity 4/plugins

Did you check what ak-ak-adak said? The .sc4model-file must have a name in front of the Hex-Code. Without it won't work.

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Yup i have try, my *.3ds file is named: aatest.3ds,
My Gmax exported file is named:
 
/idealbb/files/3DS_01.jpg
aatest-0x5ad0e817_0x6dd47afd_0x2b0000.SC4Model,
 nothing strange in it i think ...
 
My Plugins folder path is C:\Documents and Settings\Kab\Mes documents\SimCity 4\Plugins:
 
 
/idealbb/files/3DS_021.jpg
 
The path in the *.ini is :C:\Documents and Settings\Kab\Mes documents\SimCity 4\Plugins.
 
 
 
 /idealbb/files/3DS_03.jpg
so hehe.. i dont understand why this error message . )

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Posted:
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But... But... LoooOOOOOOOL! Raphael!
 
Thanks A (SC4) LOT! Hahahahah! 
 Its ok now,  was just this @oirlgz#tioglzei_thing wrong.
Sorry to have break your ballz for a so stupid thing.
Thanks again all  :)
 

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Posted:
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Wow!!! You two guys rock!!! 44.gif     I've finally managed to get max6, works flawlessly with BAT4Max, and render times are nothing compared to gmax...   Still a newbie @ 3d modeling software, so I'll stick to gmax to model and will texture and render in 3dmax66.gif..   Great great great9.gif!!  Keep up the amazing work you've done so far! 29.gif

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Re, so i have play a bit with 3dmax6, Deep explorer and Gmax... and of course i m a bit lost cause i got praticly each time a blue/green/red box.

Is it possible to have indications on: How to start from a *.gmax to finaly have a SC4Model textured and rendered with 3DMax6 (even if its short... *sending an innocent smile to raphaelninja :P )?

I would try to re rendered my Eiffel tower with a darker texture, but no way to retry this experiance with Gmax-bat! Tooooooo long and to many freeze time :P)

Thanks a lot per advance.
Aothe

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Posted:
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I was having some trouble exporting... I just had to reboot machine and remove all textures in the library prior to exporting to md3...  18.gif

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